Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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Ult::CollisionResponse Class Reference

#include <CollisionResponse.h>

Public Member Functions

 CollisionResponse ()
 
 ~CollisionResponse ()
 
bool ResponseToCollision (PointMass *p1, float radius1, PointMass *p2, float radius2, float e)
 
bool ResponseToCollision (PointMass *p1, float radius1, const Frustum &frustum, float e)
 
bool ResponseToCollision (PointMass *p1, float radius1, const Plane &plane, float e)
 

Detailed Description

Represents the result of a collision between two physics bodies

Constructor & Destructor Documentation

◆ CollisionResponse()

Ult::CollisionResponse::CollisionResponse ( )
inline

CollisionResponse constructor.

◆ ~CollisionResponse()

Ult::CollisionResponse::~CollisionResponse ( )
inline

CollisionResponse destructor.

Member Function Documentation

◆ ResponseToCollision() [1/3]

bool Ult::CollisionResponse::ResponseToCollision ( PointMass * p1,
float radius1,
const Frustum & frustum,
float e )

PointMass x Frustum collision.

◆ ResponseToCollision() [2/3]

bool Ult::CollisionResponse::ResponseToCollision ( PointMass * p1,
float radius1,
const Plane & plane,
float e )

PointMass x Plane collision.

◆ ResponseToCollision() [3/3]

bool Ult::CollisionResponse::ResponseToCollision ( PointMass * p1,
float radius1,
PointMass * p2,
float radius2,
float e )

PointMass collision as spheres.


The documentation for this class was generated from the following files: